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Add remaining component-wise min/max functions to Vector*
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@@ -70,6 +70,14 @@ struct _NO_DISCARD_ Vector4 {
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Vector4::Axis min_axis_index() const;
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Vector4::Axis max_axis_index() const;
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Vector4 min(const Vector4 &p_vector4) const {
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return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
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}
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Vector4 max(const Vector4 &p_vector4) const {
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return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
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}
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_FORCE_INLINE_ real_t length_squared() const;
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bool is_equal_approx(const Vector4 &p_vec4) const;
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bool is_zero_approx() const;
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